1.0 Released today. Enjoy your journey into the Void!
Updated - Reduced maximum CRIT and CTH from mods. They were a bit OP. This only applies going forward and is not retroactive. The best CRT and CTH mods are crafted at the highest tier. Maximum CTH and CRT bonus is now +30 if crafted. Max dropped bonus is +25.
Updated - Removed developer notes area from the main menu.
Fixed - It was possible to open menus (inventory etc.) while quick saving. This would lock out the ESC key requiring clicking the close button (upper right red close icon) to proceed.
Fixed - Removed note related to previewing weapon damage on page 3 of the crafting help section.
Fixed - Halamis was spelled Hallamis in several locations.
Fixed - Universe legend icon colors for storage, drones and ship storage edited to match map colors.
Fixed - Scan and chaff can no longer be activated in space when the game is paused (ESC).
Fixed - Crafted item information was not fitting in the crafted item panel correctly.
Fixed - Trade missions and Phestus ship boarding missions are no longer triggered when transitioning to FTL space.
Hotfix:
ROLLED BACK THE FIX FOR THIS BUG. I'll look into this again for the next patch. It was causing problems with missions where multiple objects needed to be clicked.
-- "It was possible to save a game after activating a mission object, reload the game, and the mission object would once again be clickable, even though it's mission stage was already completed. (e.g. Dauntless Vats door panel!). This led to odd repeat messages to the game log.
HOTFIX: Faction agent and NPC procedural missions were broken starting with yesterday's 0.907 patch. If you have one of these missions, taken since the 0.907 patch yesterday, open the log [L], select the mission, click the red "ABANDON MISSION" button and get a new mission.
ADDED - Added Universe Map legend to lower left of the map.
UDPATED - Lowered default ambient sound volume when launching game first time and writing default settings.
FIXED - A bug related to the advanced options SPACE EXP slider. At +15%, when mining ore, ore was not being spawned.
FIXED - It was possible to save a game after activating a mission object, reload the game, and the mission object would once again be clickable, even though it's mission stage was already completed. (e.g. Dauntless Vats door panel!). This led to odd repeat messages to the game log.
FIXED - Error when editing psionic amplifications and deleting description.
FIXED - Procedural missions in rare cases could overwrite the mission stage of static story missions.
ADDED - Mini tutorials for salvaging, crafting, psionic amplifier and Azimuth.
UPDATED - Ghor enemies now generate more Azimuth.
UPDATED - Tips displayed on loading screen based on recent changes.
UPDATED - In-game guide to reflect recent changes and added a few details that were not previously covered.
UPDATED - Aznari Scanner missions - Scanner % complete value displayed in mission log.
UPDATED - Rollover info for consistency - Capitalization, font size, localization.
UPDATED - Station cargo storage is now sorted by name for easier parsing.
FIXED - A bug related to Achmedius name which would change on the FTL map if certain events took place.
FIXED - Occasionally, the FTL fast travel button would stay visible when entering a star system.
FIXED - Blocked dialog on Unregistered Research Base.
FIXED - Border rollover highlight for lockers on several trade stations.
FIXED - Radar on stations.
FIXED - Mercs could fall through geometry when walking around (rare). They get reset to their spawn point if that happens.
FIXED - A few collider errors on stations.
UPDATED - Faction agent missions and NPC missions from stations now display the factions they are associated with in the log under OBJECTIVE. "Faction - House Aralion" for example.
UPDATED - Player is notified when reaching level 40 that an AP BONUS is applied from 8 to 10 BASE AP and that at level 80, AP increases from 10 to 12 AP.
UPDATED - Message to log and audio queue - resource depleted, mining drone idle.
FIXED - The station cargo storage icon is now displayed immediately when in range for docking at a orbiting station. Previously you had to click the station to get the icon to display.
FIXED - New games on GOG were not generating the default save data TOC/User options file (sav_dat.xml).
ADDED - I now generate 10 rolling save game TOC/user options backups (sav_dat.xml) in your /Users/YOUR USER NAME HERE/Documents/My Games/StellarTactics/ folder. If you are ever in a situation where you cannot load your saves because of save corruption, you can recover a recent sav_dat file from this folder and overwrite the one in your game install folder. Just rename one of these files to "sav_dat.xml" and overwrite the file in your game folder with the backup. It is very rare that this file is ever corrupt, however, if you see this problem, you now have options. The sav_dat file can be corrupted by various freeware antivirus applications, memory overwrites from other applications running in the background, a bad disk sector or disk write among other things. These are small files and do not take up much room.
ADDED - Load/Save error dialogs for problems like corrupt save TOC/Options (sav_dat.xml), bad save files, failed saves etc. - if they ever happen...
UPDATED - You can now equip turrets and ship equipment in space as long as you are not in combat.
UPDATED - Dialog responses can now be triggered with keyboard hotkeys. UI updated for dialog responses.
UPDATED - Further adjustments to hacking timers.
UPDATED - Added a few more mini-tutorial screens.
UPDATED - Added an option in the options UI->Audio tab to set ambient audio volume. The labels are not localized yet and will be fixed for the next patch.
FIXED - PC Crew member de-buff status effect timers are not reset by subsequent status effects applied by enemies if an effect is already active.
FIXED - Kinetic (Gauss) turret damage - Rare turrets had higher DPS than Legendary.
FIXED - Psionic cleanse resist overload bonuses now apply a flat bonus of 0% - 25% depending on the selected overload value. There was a bit of a bug where the correct values were not being applied.
FIXED - If leaving an Aznari Ruin and it is not yet completed, jumping to another system and back via FTL point would disable the surface scan for the location of the Ruin. Exiting to FTL space and back would restore the landing point.
FIXED - If music volume is set to zero, music would play briefly on save load or transition.
UPDATED - You can now destroy (trash) devices like the translocator, hacking tool etc, just in case you buy too many. The Psionic Amplifier and Aznari Scanner cannot be destroyed.
UPDATED - Increased schematic drop rates slightly.
UPDATED - Increased the amount of time you have to select a key when hacking.
UPDATED - Added an advanced option for free STAT resets in the options->gameplay settings. This option is only available when a game is loaded and is bound to the current save. That is, it is not a global option.
FIXED - Crafting station on Cronus (end game) now works. Crafting station moved near entry.
FIXED - Universe map is no longer locked (cannot drag) after performing a search.
FIXED - Incursion label would overlap tutorials in space.
FIXED - Applying custom psionic amplifications of the CLEANSE type that had bonus +RESIST modifiers disabled PC AND NPC line of sight ray casts resulting in enemies not being able to see the player. Nice bug!
FIXED - Aznari shard/stone/relic, if stash full and no items of this type in stash or shared inventory, item would not be placed in shared inventory when looted.
FIXED - It was possible to de-buff (cripple, hobble etc.) and the timer would be reset. De-buffs will not take place going forward unless a de-buff of that same type is no longer active. The result of the bug was a timer reset that could be of less duration than the previous duration due to a new random roll for the timer. This led to confusion as to why the timer value changed in the middle of a debuff penalty.
FIXED - After exiting the Dauntless to the Aznari Ruins, various input interactions were locked.
UPDATED - Resetting STATS is not free/unlimited anymore. You can respec at Achmedius Trade Port. In the cantina area, leaning against a wall next to the vendor, speak with Wallas Northrop. He charges 50,000 credits and a single Aznari Ether Relic (rare). Once a reset is purchased, you can reset your stats by opening the character information screen and selecting the "RESET STATS" button below the crew members portrait. One reset per purchase for a single crew member.
UPDATED - When boarding a ship and repairing/scrapping ship systems, selecting a choice for repairing or scrapping will automatically complete the process for the selected component.
UPDATED - TAB highlight state for objects like chests now persists between load's, saves and area transitions (of the same save playthrough). Opening menu's does not reset the highlight state. Combat temporarily disables the state and re-enables highlighting if it was on before starting combat when you exit combat.
UPDATED - Added a few tutorial popups for turn order (initiative), status effects, boarded ship repair and schematics.
FIXED - Medkits and grenades, when destroyed in inventory, would leave an icon in inventory.
FIXED - Consolidated name of healthpacks to medkits in all UI's.
FIXED - Several localized tutorial tips did not fit in the tips field.
FIXED - When recruiting NPC's, primary and secondary weapon stats are now correctly displayed in the recruit UI.
FIXED - When recruiting NPC's, melee sidearms were displaying the incorrect string in the recruit UI (Rifles).
FIXED - Consuming the last ether shard of any type in stash would leave that shard displayed with a quantity of zero.
FIXED - On boarded ships and Phage Arrays, if saved and then reloaded, the objectives window would not be displayed under the radar.
UPDATED - Implemented simple tutorial tips. Regardless of whether you start a new game or load an existing save you will see new tutorial tips related to various topics. Others are trigged through dialog to help new players understand various mechanics. Tutorials can be turned off in the options->gameplay tab.
UPDATED - Increased the value of weapons, shields, mods and armor based on quality tier. This change is not retroactive and only applies to equipment looted going forward.
UPDATED - Added stars next to the quality tiers of shields, weapons, armor and mods.
UPDATED - When a player first gets their ship after starting a new game, the ship will be equipped with 5 beacons.
UPDATED - Hacking tool mission from Crayson now has additional information in the log letting the player know the keypad is next to the door.
FIXED - An edge case where anomalies were not spawning Ghor enemy ships, resulting in waves of combat vessels that did not contribute to boarding of Ghor command ships.
FIXED - A mission on the Dauntless that was not displaying the log entry correctly.
FIXED - Full stash check was not in place (debug) allowing items to be added to stash, resulting in these items being lost.
FIXED - Level up particle effects now stay with crew members if tney move.
FIXED - It was possible to bring up the main menu during universe generation.
FIXED - It was possible to bring up the inventory or character UI while the starting cinematic (cryo pods) animation was playing.
FIXED - Added rollover feedback to salvaging button on inventory UI.
UPDATED - In game guide - Added information about +2AP rollover bonus (for next turn) when ending turn with 2 or more AP remaining.
UPDATED - In game guide - Added clarification about melee movement AP cost and full attack AP cost applied when melee must walk to target to get in range to execute a weapon special attack. Melee special attacks must be in range to execute an attack without expending movement AP and attack AP.
UDPATED - You can now scan even if a scannable object is not targeted by using the scan key bind - "DEL" by default.
FIXED - When buying a new ship, an incorrect name could be displayed in the name area on the upper left of the ship UI "K". This fix is not retroactive and if you have a incorrect name in the upper left name field, click the field and rename your ship. Going forward the default name should be corrected. NOTE that naming your ship does not change the ship type displayed above the turrets on the ship UI. That will always remain the same as the base class name of the ship.
FIXED - It was possible to spam the end turn options by rapidly pressing spacebar and then a number for one of the three end turn options, breaking the flow of initiative.
FIXED - After selecting an approach target when your ship is not moving, accelerating would clear the approach target. Annoying!
ADDED: Under advanced gameplay options, you can now disable auto-reload after combat. Auto reload is on by default.
UPDATED - Automated certain crafting tasks. When crafting there are two new options on the crafting UI. Both are off by default.
--FAST ASSEMBLY AND IGNORE CONDITIONS. When you begin crafting and select the icon next to ASSEMBLY AND CONDITIONS, all clicks are automated and status effects are ignored until completed.
--IGNORE FINISHING POINTS AND COMPLETE CRAFTING. Selecting this option will ignore the finishing points stage and immediately place the completed item in your shared inventory (backpack).
--For crafting items of the highest quality for your crew, you should disable these two options so you have full control over the final quality of the item being crafted.
UPDATED - Station storage popup when moving stacked items now responds to the mouse wheel.
UPDATED - Adjustments to mining speed at higher levels. Still much faster, but not ludicrous.
UPDATED - Refined ore can now be marked for sale in cargo.
UPDATED - In-game guide, BOARDING topic. Added a reference to derelict wrecks and the fact that you can mine them for ship components.
UPDATED - Drones are now FTL capable. You can now recall drones from any star system. That is, if a drone is mining or idle in another star system, it can be recalled if you have enough storage on your ship. As always, you cannot recall drones in FTL space or ground locations.
FIXED - A bug that was not correctly recording progress toward the Master Crafter achievement.
FIXED - Salvaging schematic unlocks were not displaying unlocked schematic popups at the moment a crafting schematic was unlocked. The next time you craft an item of a type that should have displayed the unlock popup, the notification will be displayed.
FIXED - System populations added for main story campaign locations.
UPDATED - When in a star system or ground location where the system level is greater than the players average CHARACTER LEVEL or greater than the players ship crew at crew stations average SKILL level, a message is displayed showing details.
UPDATED - The trade window slider when purchasing stacked items like ammo etc. now responds to the mouse wheel.
UPDATED - Increased star system (+30%) and FTL travel speed(+10%). Boosted afterburner speed. Travel speed in space is affected by ship mass, warp/ftl drive quality, piloting skill, piloting perks and piloting tier bonuses. You can now get there faster...
FIXED - Using a hyphen ( - ) in a save name no longer concatenates the original save name when overwriting a save.
FIXED - Grenade rollover info corrected for languages other than English.
FIXED - Rollover information for ammunition, chaff, beacons etc. in vendor inventory or loot containers when using the simplified icons now displays the correct icon.
FIXED - Expanded mission details panel so more text fits for foreign language translations.
FIXED - Various untranslated strings in the Psionic Editor.
FIXED - Incorrect material in one area on crew deck of Dauntless.
UPDATED - Further reduced the number of items you need to salvage to unlock schematics.
UPDATED - The Aznari Scanner mission - increased the % complete values for every area cleared in Aznari Ruins.
FIXED - Bad material in Coven mission locations.
FIXED - A bug related to the display of progress towards schematics.
FIXED - A bug related to the timing of the schematic completion display.
FIXED - Schematics, though unlocked, took more progress to be displayed in the unlocked schematics list.
FIXED - Rare random lockup when ending combat.
FIXED - A few navigation errors in Aznari Ruins.
FIXED - A possible fix for premature completion of The Aznari Scanner mission. Note that if the mission completes early and Jensen and Rhamus do not respond, check the % complete by rolling over the scanner on the action bar at the bottom of the screen. Continue clearing Aznari Ruins, and once the scanner reaches 100%, return to Dr. Jensen to turn the mission in.
UPDATED - In the ship cargo list, you can now hold CTRL and RIGHT-CLICK DRAG to mark items for salvage. You can hold ALT and RIGHT-CLICK DRAG to mark items for sale.
FIXED - Merchant career - NEGOTIATOR and CHARISMATIC career bonuses were not being triggered correctly.
FIXED - An edge case with Aznari shard values. At one point, negative values were assigned to the number of stacked shards/stones/relics in inventory. If this is the case in your saves, your shards get reset when you open your inventory/stash and I give you 10 shards of any type found in your inventory as consolation. There is no way to tell how many you actually had. Sorry for the trouble.
--Just a note on shards. I looked through everything and cannot find how these incorrect values were placed. If you find yourself missing shards after looting shards following this patch, I'd like to hear what you were doing at the time - looting, selling the shards, using them for azimuth etc. Somewhere, somehow, these values got broken for a few players.
FIXED - Aznari Ruins - Several spawn points that were incorrectly positioned. The result was that some enemies could not be targeted or seen. Thank you very much for sending those saves!!!
FIXED - After testing the antimatter cannon with Dr. Rhamus, the next step mission would not trigger in FTL space occasionally.
Repack of several mission area sets.
Adjustments for stability.
FIXED - Additional edits to Aznari ruins collision and navigation.
FIXED - Rolled back enemy NPC optimizations until I can look into issues like enemies falling through floors and enemies not ending combat correctly.
UPDATED - Performance improvements in ground locations.
UPDATED - Increased camera movement speed.
UPDATED - When entering a star system (not FTL space), the system info panel (upper left) is automatically displayed so stellar objects can be selected/targeted.
UPDATED - Recruited MERCS will now always have the main characters level and current EXP toward next level.
UPDATED - Hacking skill tier bonuses updated to clearly display players chance for success when using auto-hack. This is not to be confused with the perks, which give the player a chance to automatically open objects completely bypassing hacking.
FIXED - Default save name when creating a new save game was concatenated.
FIXED - Conrair faction "disliked" typo.
FIXED - NPC mission popup - updated UI art for consistency. Now closes with ESC key. Pauses game correctly and blocks opening of main menu.
FIXED - Aznari shards/stones/relics were not being moved to inventory correctly when looted.
FIXED - Mission area - crate that had a bad highlight material.
FIXED - Dauntless->Vats - missing material.
FIXED - Updated all Aznari ruins for collision and navigation.
FIXED - Issue with stat assignment occasionally assigning more than one point on click.
FIXED - Gas grenades no longer obscure NPC's, now making them targetable if in the gas area. Smoke grenades are meant to obscure both NPC and player characters line of sight. No changes to smoke grenades.
FIXED - When buying large quantities of ammunition from vendors, the vendor slider was not capped at the correct value for the maximum quantity of ammo you could purchase.
I've added EXP from missions. Many of you have commented that crew members level slowly. Indeed, that was the case. Now, with this update, you will also receive experience from missions. I think, with this change, players will feel a better sense of advancement through the game, especially if they focus on the main story. That is not to say that cruising around taking faction missions, incursions and speaking with NPC's is not rewarding, because, it is!
ADDED - All missions now reward level experience when completed. Story missions reward more experience than NPC missions. This change is not retroactive.
Mission types include:
All main story missions - prologue through the end of Chapter 3 generate level experience for each mission completed.
Additionally, these mission types also generate experience:
When POOLED EXPERIENCE is turned ON in the options->gameplay menu:
All crew members in your crew displayed in the left list of the CREW MANAGER, even crew members that are NOT assigned to your ground crew or assigned to ship stations gain this experience.
When POOLED EXPERIENCE is turned OFF in the options->gameplay menu:
Skill experience was not changed and is gained through actions you take, like combat, salvaging, hacking etc.
Experience from combat was not changed and combat still generates level experience like it always has.
UPDATED - When not in combat, highlighting is now a toggle (TAB or whatever key it is bound to).
UPDATED - Crew weapons are automatically reloaded at the end of combat - just in case you forget.
UPDATED - I hear you, you wanted mining to be "faster". Increased overall ore yield significantly when mining asteroids and wrecks. This will vary based on your perk selections and mining and weaponry skill level. Enjoy.
UPDATED - Save names adjusted so time played is not added to the save name input field. Instead, a new column displays this information. Time played display format updated from Hr:10 Min:10 Sec:10 to 10h 10m 10s (etc.). The time played format change only affects saves going forward. Older saves will display the old format in the new save list column and the selected save info area on the right of the load/save screen.
UPDATED - Increased incursion completion credit rewards.
UPDATED - Incursion ships spawned (attack/mission) have a new red reticle icon added so they stand out making them easier to identify.
FIXED - Canceling contracts in the Trade-Net now immediately displays refund values to total credits.
FIXED - When refining cargo from the SHIP [K] screen, cargo volume values are updated immediately by the refinery as ore is being processed. Items in the cargo list are not updated as this causes a major performance issue every time the refinery processes ore. You can close the refinery while it is processing and refresh the sort buttons (all ore, ore, refined) to refresh the cargo list.
FIXED - Ore refinery button state now correctly displays START REFINERY or STOP REFINERY when opened and closed based on the state of the refinery.
FIXED - A bug with the sell widget when selling/buying large numbers of items.
FIXED - A bug when selling ore or refined ore to vendors - a potential exploit.
FIXED - Broken trigger for FTL travel tutorial when first entering FTL space.
FIXED - When reviewing a crew member from the crew manager, returning to the crew manager would un-pause the game.
FIXED - Numerous minor fixes for UI jank.
FIXED - Numerous fixes for areas where foreign languages were not fitting in various UI fields.
FIXED - Ship turrets now display the word ENERGY instead of POWER to match rollover info from vendors or on the ship screen.
FIXED - Is was possible to use SHIFT-DRAG and SHIFT CLICK from inventory to stash and lose items if your stash was full. You are now warned that your stash is full and cannot move items from inventory.
FIXED - Faction spam to log after destroying ships.
FIXED - A potential bug when scanning ships.
Other things that are coming soon:
Adjustments to mining drone recall.
QoL adjustments to crafting.
Marking items in cargo similar to how shared inventory and stash marking works.
FIXED - Gas grenade damage messages will no longer spam the log if resisted.
FIXED - A bug with "Continue" on main menu related to manual saves.
FIXED - Crew Manager - Drag and drop should now be easier.
FIXED - Edge case with "The truth about Jensen" mission.
FIXED - Localization fields where text would not fit (ongoing).
UPDATED - Unloading ammo from weapons has been moved from SHIFT-RIGHT CLICK to RIGHT-CLICK when selecting a weapon in inventory to avoid conflict fast move item to stash.
Patch today with a few fixes and updates.
Better inventory management. You can now quickly mark multiple items for SALVAGE, SALE and MOVE items from INVENTORY to STASH. You can do this by holding the specific key (CTRL/ALT/SHIFT) and right-click and drag. See details below.
ITEMS IN SHARED INVENTORY:
ITEMS IN STASH:
Grenades, med kits, tools and Aznari shards do not respond to this system by design. Of course, items that cannot be salvaged will not be marked for salvage.
This patch also addresses numerous issues with text not fitting in various UI elements in languages other than English. I'm still looking into this for all languages - including fixing a few remaining places that still need translation.
General patch notes:
FIXED - A few other potential edge cases for the "Travel to Achmedius" mission being stuck in the active mission log.
FIXED - A potential fix for the Scarby Hurzog mission being stuck in the active mission log. If you already have your FTL drive, the next time you enter a ground location (station, mission area) the Scarby Hurzog mission will be removed from the active mission log area.
FIXED - NPC missions that promised token and faction rewards now deliver tokens and faction when their multi-stage missions are completed. Note: Faction tokens are only rewarded if the NPC is from one of the 6 Prime factions.
FIXED - Enemy NPC border highlights (red) when holding TAB fixed. They now respect the active selected PC's LOS.
FIXED - A few localization issues including numerous issues with strings not fitting in various fields.
FIXED - Save game naming for foreign languages was mangling the user save name (not game breaking but ugly!)
UPDATED - NPC recruits on stations will now stop walking for a while when you speak with them to review their stats.
UPDATED - Lots of minor UI cleanup.
UPDATED - Removed blinding bloom glare from various materials in level sets. Most area materials were updated so this is a large download.
UPDATED - The "bug" icon on the main menu now also opens a troubleshooting link at the wiki.
FIXED - The mission "Travel to Achmedius Trade Port" could get stuck in the players log. The next time you are on Achmedius trade port, walking toward the back of the station will trigger mission completion if your game has the mission in your log after Jensen and Rhamus leave your crew.
FIXED - Related to the above bug, dialog with Jensen on arriving at the trade port should always trigger completion.
FIXED - In Russian (perhaps other languages), the star system level was not displayed correctly when rolling over star systems on the universe map.
FIXED - A few places where it was obvious to me that foreign language text may not fit on the UI and a few other obvious errors.
FIXED - When changing the game language in the options menu, the development notes section on the screen is updated to the selected language.
FIXED - ANSI error for various languages in development notes area of the screen.
UPDATED - Drones generate MINING EXP more often if a crew member is slotted into the "WEAPONRY" ship station.
UPDATED - Increased the amount of ore generated at lower skill levels of mining. Smoothed out and increased mining yield at all mining skill thresholds.
UPDATED - FTL drives will no longer drop as loot until you have unlocked/purchased a FTL drive from Phestus in Achmedius. This avoids various mission errors related to looting a FTL drive before it should be possible. This includes crates from destroying ships and ship equipment loot crates on boarded ships. Vendors were already blocked from selling FTL drives in Achmedius until the Phestus mission was completed.
UPDATED - Ship equipment loot crates on boarded ships now generate high tier loot similar to boss (skull) ship loot.
Changes were made to voice assignments when editing your crew in the character info UI, the inventory UI and the crew manager. I recommend adjusting all voices after this patch to avoid any conflicts. Specifically, change the voices for your crew members - all of them, even unassigned crew in the crew manager at least once. You can do this by clicking the character portrait in the INVENTORY, CHARACTER screen or by selecting REVIEW CREW MEMBER in the CREW MANANGER [J] after selecting crew in the left side list.
Changes were made to the default keyboard mapping to allow for re-assigning the Azimuth key. This change was made specifically so AZERTY keyboards could better re-assign keys. This means that your current key mappings were wiped and you will need to re-assign any custom key assignments in the options panel->controls panel and then click "SAVE CONFIGURATION".
FIXED - You can no longer bypass LOS with a grenade by clicking directly on an enemy NPC.
FIXED - A rare menu lockup when search, drone or reputation windows were displayed and dismissed on the universe map.
FIXED - Adjusting the Framerate cap in the video options menu to UNCAPPED would lock up the menus.
FIXED - A long string error to to the games log when multiple lines are needed to display text. Previously a space was added to the beginning of the string.
FIXED - The video resolution list is now draggable.
FIXED - Adjusting voices via "REVIEW CREW MEMBER" in the crew manager would assign incorrect voices (male/female) to the main crew member and numerous other voice assignment errors.
FIXED - Male/Female Fabricant voices could get confused. The first time you try to change their voice via the crew manager, character info screen, or inventory screen, the voice will be corrected if necessary.
FIXED - When adding player portraits, correct/male female flags are pulled from the portrait file naming convention.
FIXED - Various UI elements adjusted.
UPDATED - Faction icons added. For all faction systems, faction icons are now displayed in place of the "sun" on various UI elements. Faction neutral star systems display the sun graphic where a faction icon would be displayed.
UPDATED - Faction panel in log updated. More information displayed.
UPDATED - Character info UI - It is now easier to see which skill is selected. Expanded the skill selection click area to entire width of skill row.
UPDATED - You can now remap the "Z" (Azimuth) key. This allows people using AZERTY keyboards to remap common keys. IMPORTANT: Your key binds have been reset. You will need to re-map your key binds after this update.
A fix for a major performance issue related to human ragdoll physics. A huge thank you to everyone who submitted bug reports, logs and game saves.
FIXED - A bad render state that could cause FPS and major performance issues on some systems.
ADDED - You can now transfer ships between stations.
--First, you need to be at the station where you want to transfer your ship.
--Open the "SHIP STORAGE" UI from the ship screen (left panel near repair, ore refinery etc.)
--From the lower list on the STORAGE popup (ALL SHIPS STORED AT STATIONS), select a ship from the list that is NOT CURRENTLY STORED at the station you are on.
--Select "TRANSFER SHIP". A dialog will pop up notifying you that it will cost 20,000 CREDITS and take 10 minutes to arrive. Select OK.
Your ship will begin the transfer. This cannot be canceled. Only one ship can be transferred at a time. NOTE: Time in game does not progress when you are in menus like the ship ui, inventory etc. Exit the screen and proceed about your business. You will be notified when the ship arrives at the station.
--While a transfer is taking place, you cannot swap ships.
--While a transfer is taking place, you cannot purchase new ships.
ADDED - Achievements
40 Achievements added - 3 of these are hidden related to the end game. Many of these had already been tracked in existing saves, so you may see achievements pop up on the screen the first time you load a game. Others, for example, enemy elimination achievements (among others) were not. Anyway, load your favorite save and kick back for a while as the achievements trigger...
ADDED - The often requested "CONTINUE" button at the main screen. Any save (auto save, quicksave, manual save) stores the most recent save. As long as a save has been made after this patch, the new CONTINUE button will be displayed on the main menu. This is not to be confused with the CONTINUE button while in a loaded save which merely continues your current session...
I'll be looking into a EXIT SAVE for the next major patch. For now, you must save your progress before exiting the game if you want to continue from where you left off.
ADDED - Icon links to Discord, the Stellar Tactics Wiki and a bug report icon that will open the log folder.
FIXED - Game is now paused when recruiting a NPC.
FIXED - The recruit NPC window can now be exited with the ESC key.
FIXED - You can no longer save when recruiting crew members until they are actually completely recruited. Previously, saving in the middle of recruitment and loading that save could cause unexpected results.
FIXED - Various typos.
FIXED - Various navigation errors in Aznari ruins.
FIXED - Various strings that did not fit in UI fields.
FIXED - Game lockup if docking/landing while in space combat.
UPDATED - German translation.
UPDATED - Mission flags and other object indicators on radar made larger.
UPDATED - Reduced schematic unlock requirements via crafting.
REMOVED - I removed blocked achievements if using advanced gameplay options. Achieve your way!
FIXED - Lockup when entering the 4th Aznari ruin.
FIXED - Updated floor colliders in Aznari ruins.
FIXED - "Who goes there" mission would not allow players to enter star system from FTL space.
FIXED - A bug that would lock the game up when boarding ships.
Hotfix - No version change. FIXED - An edge case related to boarding the Command ships (end game).
UPDATED - When targeting turrets to multiple ships, rolling over a turret does a better job of highlighting it's target in the left target list UI.
FIXED - Ghor Command Ship anomoly systems are now correctly targeted on the star map in the log. Previously, the could only be targeted using the objective tracker in FTL space.
FIXED - Orbital stations in star systems where Aznari Cannons are deployed could not be boarded.
FIXED - Cleanup pass on critical hits from bonus values applied via mods. Note that weapon wear affects criticals - so, a repaired weapon will crit more often than a worn weapon.
FIXED - A few collider errors where enemies/player could fall through world.
FIXED - Selected crew members (unarmed primary or sidearm slots) would lock up the character info and inventory screens.
FIXED - DEMOLISH and BACKSTAB now correctly add AP at various tiers. Previously, they required a skill level 1 level higher than the stated value.
FIXED - Procedural trade missions are no longer generated in Saod to Cronus, which does not have cargo storage.
FIXED - A display error on the CTH display related to equipped mods. An example would be a HAFT equipped on a PUGILISM weapon not displaying correct CTH values.
FIXED - Consolidated various MIN/MAX DAMAGE errors in rollover info vs info displayed for primary and secondary weapons on the equipment and character info screens. Note that rollover info for weapons in inventory, stash and vendors (not equipped) take into account mods on currently equipped weapons that modify STATS and other bonuses. Equipping a weapon with different mods will result in different damage values from the rollover inventory preview.
FIXED - A fix for a bad state at end game.
FIXED - Edge case that could disable the ability to FTL if certain conditions were not met.
FIXED - When mining derelict wrecks, loot containers could not be looted once the wreck was completely mined.
FIXED - Error when boarding "Command" ships.
I'm pleased to release Chapter 3 today. As always, it is likely a few bugs will pop up over the next few days so I will keep an eye on the forums for any issues. If you do find any issues, please post on the forums.
You will not need to start a new game if you have an existing save. I do not wipe saves between content updates.
Stellar Tactics is now full BETA. I define BETA as CONTENT COMPLETE and MAIN FEATURES COMPLETE. Adjustments and smaller features pending. It's kind of an old school definition. I like that!
CHAPTER 3 - Chapter 3 begins once the mission "The truth about Jensen" is completed (end of Chapter 2). If this mission is in your "COMPLETED" tab you should be contacted after a short time to start the latest content when you enter FTL space. The first mission of the new content is "The Cannon is ready!"
COMBAT - Combat in chapter 3 really ramps up. You will need to use all the tools you have including Azimuth, Psionics and a large number of grenades to keep things under control. As far a space goes, there is mandatory space combat, so, equip those ships with the best gear you can find. I really recommend a heavy fighter or a larger cargo vessel with good shields, armor and weapons. Really, you are going to need to be prepared.
ACHIEVEMENTS - Unfortunately, they are not ready for release right now. I am working on them and they should be out soon.
Localization - Chapter 3 localization is machine translated, so there are likely to be errors in languages other than English. I'll be opening up Crowdin for community localization in the next few weeks. If you are interested in joining the community translation, send an email to support@stellartactics.com and I'll get back to you.
WHAT'S NEXT?
Achievements - You know what this is...
Unique named weapons - Special weapons players will discover through various means.
Better mission guidance - While objectives are now shown on the radar, there are a few additional things I would like to add to help players progress through missions easier.
Crew mission system - Send idle crew members on missions.
Expanded mission variety - More variants of existing mission types. More ways to acquire missions.
Simple tutorials - Mini tutorials that guide players through the interface and systems.
Additional key binds - Some keys are locked right now and I'll look at providing more options.
Community requests - things like ship transfer between stations, looking into overwatch (no promises) etc.
Polish, tweaks and bug fixes.
GENERAL PATCH NOTES: Updated - You can now name your ship. Select the ship name at the top of the upper left side of the ship UI (above "THRUST") to edit your ships name. Then press the green check mark to commit the name to the ship. Your ships name will be displayed at the top of this screen whenever you open the ship UI.
Updated - Aznari Ether inventory objects now stack in inventory and stash by type (shard, stone and relic). The game will parse your existing inventory and stack any shards it finds.
Updated - When crafting weapons, the default state of the weapon level slider bar is now level 1.
Updated - In space combat, enemy shield regeneration boosted in "HARD" mode.
Updated - Weapon status effect bonuses (innate/perk) are now displayed in rollover info. I have a bit more work to do on this.
Updated - In combat, selecting crew portraits at the top of the screen, and portraits in the turn order list will now center the camera on that target.
UPDATED - Jensens door on the Dauntless. I re-wrote the scripts for this with multiple redundancies including iterative checks that the player had actually completed both 1) Cleared the deck and 2) Gathered Rhamus' logs. Jensen's door will not open until both of these missions have been completed. Updated the mission text for both missions so the requirement (both objectives complete) is clear. Rhamus' logs have been moved from his room to various locations around the deck in the lab area.
UPDATED - You can now cancel boarding missions from Phestus. This can be done in space by selecting the boarding mission in the objectives list. A new button is displayed - "CANCEL MISSION" and will remove the current mission from the list. Phestus will offer you a new mission after some time.
UPDATED - When you rollover the log window, the background is now opaque.
UPDATED - When expanding the log window in space, the objective tracker is hidden. Collapsing the log window will display the tracker.
UPDATED - When using fast travel on the FTL map, star systems when you arrive at your destination load much faster.
UPDATED - When a log is looted, a new popup displays the name, date, subject and entry. The log is still stored in the log [L] DATA tab for review. This UI displays the first log entry. If there are multiple log entries, a message is displayed letting you know additional entries are in the DATA tab of the log screen.
Fixed - Sorting inventory, cargo and vendor UI's by value would fail when values were above 1 million.
Fixed - It was possible to transfer large quantities of items from/to storage by entering values beyond what is in your cargo or cargo storage in the numeric field.
Fixed - Trade widget would not add commas to values in some cases.
Fixed - Trade widget when values over 1 million would display notation instead of value.
Fixed - If you had over 999 grenades, they were not displayed correctly on the grenade selection popup and shared inventory.
Fixed - Jenny Hui now spawns with the correct SMG fire modes (SINGLE/BURST)
Fixed - Targeting Saod in FTL space and selecting the Indomitable will now display the correct portrait in the target HUD.
Fixed - Some missions were displaying incorrect mission location data in the log.
Fixed - Various active menus allowed interacting with background UI elements that should have been inactive. This would occasionally lead to a lockup.
Fixed - It was possible to quicksave (F5) and quickly open the main menu. This would lead to a game lockup.
Fixed - Hostile attacks by random enemies were not being triggered in star systems that had no stations. A hostile attack is not related to incursions which are missions generated by System Command. Hostile attacks cannot be turned off using the "Space Combat Incursions" slider in the gameplay options. There is always a chance that enemy ships can spawn.
Fixed - After FTL fast travel and/or quickly entering and exiting star systems, incorrect materials could be applied to procedural planetary bodies.
Fixed - Improved load times when entering and exiting star systems (to/from FTL space).
Fixed - Movement during Aznari pillar lightning animations is now disabled.
Fixed - Disabling high resolution textures in the options menu now correctly loads and displays low resolution materials for various objects that are pre-loaded.
Fixed - [Z] now toggles Azimuth UI on/off.
Fixed - Colored icons were displayed in the Azimuth UI if simple icons were selected in options.
Fixed - The number of shards displayed in the Azimuth UI were not updated correctly.
Fixed - You can now sort for ship refineries using the cargo sort filter when trading with a ship equipment vendor.
Fixed - Lockup when changing buffer resolution from the video options menu.
Fixed - 2 hand blunt and 1 hand piercing starter weapons were incorrectly labeled as blunt and piercing instead of kinetic. This fix is not retroactive.
Fixed - In ground locations, the map could be displayed when it should be locked.
Fixed - Active mission flags displayed on radar in ground locations do a better job of checking for active mission objects.
Fixed - A bug related to "activate" type missions where incorrect completion data (number of activations) was being saved to the environment.
NEW - You can now toggle between fullscreen and windowed mode in the video options menu.
NOTE: If you use desktop scaling it could cause problems with the screen resolution after changing from windowed to full screen (right-click desktop->"Display settings"->"Scale and layout" above 100%). You have two options:
UPDATED - After defeating the Brood Mother in the Aznari Ruins after the Dauntless, the door is automatically opened.
UPDATED - Default SMGs are now generated with single and burst fire. Mods can expand this to single, burst and full auto.
UPDATED - Removing a trigger group will now restore the original weapon fire modes. This is NOT RETROACTIVE. Any OLD weapons that were not generated with this newly saved data will default back to single fire mode and a message will be displayed in the log. Re-equip a trigger group to set your fire modes on old weapons. Backup fire mode data is now generated for new crew weapons when creating a new game, loot dropped going forward, crafted weapons going forward, new NPC recruit weapons and special characters that join your crew (Rhamus/Jensen) going forward.
UPDATED - Some changes to game startup sequence and asset pre-load.
UPDATED - Dauntless areas now generate the in-game map with all areas exposed. Fog of war still active.
UPDATED - Some ground missions now add indicators to the mini-map for objects that you need to interact with.
FIXED - The Dauntless hacking tool mission from Rodger Crayson would not place the hacking tool in inventory occasionally when looting the cabinet. Looting the cabinet no longer places the hacking tool in inventory - instead, it moves the mission forward. You must speak with Crayson after looting the cabinet and he will place the hacking tool in your inventory.
FIXED - Multi-stage procedural missions generated by station NPCs could lockup the game if inventory was full when receiving the final reward.
FIXED - Multi-stage procedural missions abandoned by the station NPC before completion could rarely lock up the game when generating rewards.
FIXED - Trade contracts were occasionally generated for bad target stations. That is, a trade contract could send you to pick up or deliver a contract at a station that did not exist. If you have an existing contract that has a bad destination, just delete the contract. Going forward, bad stations are scrubbed from save data when a save game is loaded so this "should" not be an issue in the future. If you see this again, please let me know.
Data update only. No version change.
FIXED - In the "Raider Laboratory" mission area, one of the mission area exits was broken.
FIXED - Various pathing errors in the same mission area.
Ver 0.731 A few updates and fixes - mostly related to the Ruins after the Dauntless.
ADDED - Added enemy variants in the Ruins after the Dauntless. It's not just Arachs now.
UPDATED - Added exit indicators on the radar and map in the Ruins after the Dauntless. This should make it easier for players to identify the exits.
UPDATED - Border colors for quality are only displayed when color icons are selected in the video options panel. If you are using the new simplified icons, quality is displayed in the icon itself.
FIXED - The display on the radar and map were broken in the Ruins after the Dauntless. This was related to a bad material z-order that was clipping the map geometry.
FIXED - Z-order clipping of several objects in Ruins after Dauntless.
I'm posting a few updates and fixes today. This is not the BETA patch. I'm working on it. This patch is larger than usual because of material changes to support the GPU support mentioned below.
UPDATED - On some laptops/PCs where the system GPU does not support the required graphics features (mostly Intel GPUs), the game now displays a message at the main menu explaining that an alternate renderer needs to be used. Selecting "EXIT" configures this alternate renderer and exits the game. The next time the game is launched the new settings are used which should support systems that were crashing when using grenades, certain weapon skills and when entering space. Dynamic shadows, rendered curves and SSAO are not supported by this renderer. However, the game still looks pretty good and runs well.
To be clear, this change will not impact most players using gaming PC's.
Save games are not affected by this change. For best results, use a NVidia or AMD GPU which will provide full support for all graphics functions available in the game.
The Steam overlay is disabled in this mode.
Dynamic shadows are disabled in this mode.
Ambient occlusion is disabled in this mode.
Rendered vertex curves are disabled in this mode.
UPDATED - Increased the ground equipment schematic drop rate.
UPDATED - Adjusted weapon damage based on quality tier. This is a global weapon modifier and should apply to new and existing weapons in your inventory.
UPDATED - Scenes should be a bit brighter now - extended the dynamic lighting attached to the camera when you scroll around the level.
UPDATED - Minor changes to UI SFX that annoy me.
UPDATED - Restored equipment border color indicators in inventory.
Fixed - Starting equipment for SMG - fire modes set to BURST and FULL AUTO - single fire removed. This may require equipping and unequipping the weapon.
Fixed - If using simplified icons - rollover info now displays the correct icons for slotted weapon mods.
Fixed - If using simplified icons - when trading stacked items to vendors or station storage now displays correct icons.
Fixed - In cargo storage, when sorting by ore, both refined and unrefined ore are displayed.
Fixed - A bug that require the player to press the approach icon before being able to dock or land on planets introduced in the last patch.
Fixed - A number of errors and missing strings in the French translation.
Fixed - A few missing string entries for localization.
Fixed - Enemy HP display on rollover info window would occasionally be out of sync.
UPDATED - INT EXP bonuses for the following skills: HACKING, FIRST AID, CRAFTING, REPAIR and SALVAGING.
UPDATED - Descriptions are now displayed when rolling over icons on the minimap/radar.
UPDATED - A visual reminder for players to recenter the camera is now placed on screen in cases where the camera has been scrolled away from the active crew leader.
UPDATED - In the CREW MANAGER, you can now drop portraits to the right side of the screen on both the portrait and name fields.
UPDATED - The next weapon special attack skill tier level is now displayed when rolling over special attacks on the action bar.
UPDATED - Stat descriptions updated. Added information displaying various STAT influences. I'll be doing a bit of UI work to break these influences out so present better in the future.
UPDATED - When new players first start the game - game FPS is set to 60fps instead of uncapped. This does not affect current settings for existing players - only new installs. A warning is displayed when uncapping frame rate to let players know that uncapping the frame rate could cause stability issues on some systems.
UPDATED - Various UI fixes/tweaks
FIXED - Fabricant player portrait genders were swapped and did not match voice.
FIXED - Random crew members being stuck when entering a new area. Previously required crouch->stand to fix as a workaround.
FIXED - Occasionally, crew members were be left behind when moving after entering a new area and require a second click.
FIXED - Occasionally, when entering a new area, the incorrect weapon was displayed for the selected crew member.
FIXED - Zoom In/Zoom Out buttons on map were inverted.
FIXED - The psionics selection bar remained hidden if you swapped to a weapon and then back to the amplifier while not in combat.
FIXED - Default psionic effect descriptions are now translated.
FIXED - Grenade status effects from assigned perks were not being applied. Perk +DMG bonuses were working as expected (+DMG)
FIXED - In space, approaching a target and selecting other orbital bodies via the system object list while approaching would reset the approach target. This would cause odd issues like arriving at a jum point and circling it etc.
Fixed - When using player generated custom portraits, the paper doll area of the inventory was not displayed correctly.
Fixed - Corrected portraits of Kchor and Fabricants in the recruit display.
Version 0.726c
Hair models were not being correctly applied to character models based on new portrait selections. I'll be doing a bit more testing on this - however, this should solve the majority of the issues - like offset hair, incorrect hair color etc.
0.726b
Selecting some of the new Kchor and Fabricant portraits could lead to a lockup when re-entering the character information and inventory screens.
Shields now display correct colored quality border in loot window.
Fixed a potential crash bug.
Crew models selected to match character portraits should be better aligned. Let me know if you see any errors. Updated models only update on transition so they are not visible immediately when selecting a portrait.
Hi all. I decided to branch away from the chapter 3 content so I could post an update that includes a few things I think you might like for the holidays.
First, this build does not include chapter 3. I am still working on that and it is moving along (finally) at a reasonable pace. Instead, I am releasing a smaller update with the following main features:
Updated icons – The new icons are simplified and designed so you can easily visualize object types (weapons, armor etc.) and their quality levels at a glance. These icons are now the default icons for the game. You can revert to the original icons in the options menu in the video panel by selecting “Vivid Icons”. You can do this in-game and open the inventory and then exit to instantiate the changes. I’m still looking into icons for the various perks.
New crew portraits - By default, updated portraits will be assigned to your crew. If you preferred the old portraits, they are still available by entering the inventory or character info screens, selecting the crew member you want to adjust and then clicking the portrait. The portrait/voice UI will be displayed. Scroll past the new portraits, and you will see that the old portraits are available for selection. Note that you can also open the crew manager, select a crew member, select “REVIEW CREW MEMBER” and adjust the portraits. When starting a new game, the old portraits are not available – though they can be assigned once you are in the game.
Custom portraits – You can now add custom portraits to the game. Detailed instructions are provided in the new “PLAYER_PORTRAITS” folder in the install directory. Here are the basic steps.
Once you have added your portraits/illustrations, launch the game and load any save (or create a new game). Open the inventory, select the crew member you want to adjust and select the portrait in the upper left of the screen. The portrait/voice UI will be displayed. Scroll through the portraits and if everything was done according to the instructions, you should be able to select your custom portrait.
Custom portraits must be assigned once you are in the game. Right now, they are not visible during character creation.
Updated NPC portraits - I've updated all main story NPC portraits.
I hope you all have a wonderful Holiday and best wishes to you and your families. Thank you for supporting Stellar Tactics!
HOTFIX - In a very rare use-case, the ship screen and cargo transfer screens would not display correct.